Spellbound
Spellbound Rulebook
Table of Contents
Table of Contents
- Turn Summary
- Mini Rules
- Contents
- Set Up
- Playing the Game (same for 1, 2, 3 or 4 players)
- Losing and, in the unlikely event, Winning
- Making the Game More Difficult (Thou shalt not pass!)
- Anatomy of a Card
- Card Glossary
Turn Summary
On their turn a player does the following:
- Send a card from the display to the witch's tower ('Witching Time')
- Play or discard mage cards on the destiny display ('The story unfolds')
- Movement: Move to village, wilderness or city (cannot move from a city to another city in one move)
- Magic: City - Try to move hat back. Wilderness - Charge wand
- Influence: Influence allies to join your cause (can be left to build up at village)
- Gain ally card at village into your destiny display
- Place the other cards from that set into the destiny discards
- Refill the destiny display ('The hand of fate')
- If 3 or more wicked cards on display, all wicked cards discarded and all hats and troll figure moved on one space
- Destiny deck is refilled until there are 5 mage cards
- End of deck and witch encounter if not enough cards left to refill (see help card)
- Any new wicked cards have their action carried out
Witch encounter
Draw stones equal to witch's personal strength.
Moon Force = personal strength + moonstones drawn + moon force on tower cards Sun Force = sunstones drawn + sun force on tower cards
Sun force greater than moon force = Mages win this time!
- Add the witch's minion card with the lowest strength to the witch's tower (skeletons, then goblin spider riders, then DANZER!)
- Move any book on one space
Sun force equal or less than moon force = Witch wins this time!
- Moon force greater by 0-4: Witch moves one space up her tower
- Moon force greater by 5-9: Witch moves two spaces up her tower
- Moon force greater by 10+: Instant annihilation! All is lost!
Final Battle!
- All mages must be at witch's tower village card
- Each spell book figure can destroy one witch's tower card or add one sun force
- Otherwise, strength added as in a witch encounter
- Mages must win the battle!
Mini Rules
How do I win? You win by gaining at least four of the spell books and then defeating Baba Yaga the Witch in a final battle.
How do I gain the spell books? You gain a book by moving it to the end of its track.
How do I lose a spell book? It is lost when a witch's hat or the troll reaches the same space as the book on the track.
How do I lose the game? The game is lost when any of the following occur:
- Two of the spell books are lost.
- Two of the wicked pieces (hat or troll) reach the end of their track.
- The witch reaches her tower.
- You are unable to add a wicked card when required to do so.
Do I still need to read the rest of the rules? Yes, don't worry - it's all set up and card glossary ;)
Contents
- Board
- Mages x 4
- Spell Book figures x 5
- Witch hat pieces x 4
- Troll figure
- City Watchman figure
- Witch figure
- Linen bag
- Stones x 20
- 8 sunstones (amber)
- 8 moonstones (blue)
- 4 wand markers (clear)
- Cards x 90
- 15 basic cards
- 37 ally cards
- 2 Fortuna cards
- 1 witch's tower card
- 1 fairy spring card
- 10 spell cards
- 4 wand cards
- 14 wicked cards (witch and troll cards)
- 3 witch's minion cards
- 2 end of turn cards (these are help cards, not used for playing)
- 1 blank card (spare)
Set Up
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Place the board in the centre of the table - we are not drawing you a diagram for this…
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Place the troll figure onto his starting space on the wilderness track on the board. His picture is there to help.
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Place a witch's hat onto each one of the four cities. It is placed onto the first space of each city track. Again, there is a picture there to help.
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Place the witch on the bottom hat symbol of the witch's tower. This is her starting space.
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The spell books are placed onto the fourth space on each track. Place the silver spell book onto the wilderness track (the wilderness track is the one that the troll is on). Then place the other spell books onto their respective cities i.e. Blue onto blue, red onto red and so on. There are pictures of a book to help.
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Place a mage for each player onto the wilderness.
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Create a starting 'destiny deck' made up of:
- the 15 basic cards
- Fortuna (the 'deck' card NOT the 'village' card)
- four witch cards (one each of red, blue, green and yellow showing one moon force). Each of the four witch cards should have a single moon force symbol.
If playing with one or two players:
- add the City Watchman ally card
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Shuffle this 'destiny deck' and place it face down below the board to the left.
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To form the villages:
- Take one card from each of the ally sets (some ally sets may only have one card), shuffle them, then randomly place seven (six with 1 or 2 players) of the cards back into the box without looking at them. These will not be used again in the game. You should be left with nine cards.
- Add the Witch's Tower, Fortuna (village) and the Fairy Spring cards to the nine remaining ally cards.
- Shuffle the cards, then place one, face down, to the side of each village on the game board. This forms the 12 villages.
- The remaining ally cards should be placed in a face down pile, off to the side, within easy access.
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Prepare the wicked deck:
- Remove the troll card with a single moon force.
- Shuffle the remaining wicked cards (witch and troll cards).
- Add the remaining troll card face down to the bottom of the deck (without peeking at what card is underneath).
- Turn the pile over, so the deck is now face up, with the troll card on top.
- Place the wicked deck to the side of the board.
This pile forms the wicked deck. Unfortunate circumstances may see these cards going into your destiny deck.
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Place the three minion cards, face up, in a pile to the side of the board (the skeleton army on top, then goblin spider riders and Danzer on the bottom). They are not yet in play.
Completing Set Up
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Form the Destiny display by drawing cards one at a time from the destiny deck. Cards are placed to the right of the deck. If the card is a wicked card, it is placed to the top of the other cards in their own row. Wicked cards are placed on an upper row. They are witch and troll cards. Move the corresponding hat piece on the board.
Draw until there are five cards to the side of the deck (wicked cards do not count towards this total). These are the mage cards.
As you move wicked cards onto the top row also move the corresponding hat on the board as indicated on the card.
Special case! If you draw all four witch cards during set up, you have lost the battle before you have begun! Re-shuffle the destiny deck and set up the display again. Please play better this time…
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To complete the set up, randomly turn four of the village cards face up.
The set up is now complete.
Playing the Game (same for 1, 2, 3 or 4 players)
The player who looks most like any one of the figures in the game goes first.
On their turn a player does all of the following in this order:
- Send a card to the witch's tower ('Witching Time')
- Play or discard mage cards on the destiny display ('The story unfolds')
- Refill the destiny display ('The hand of fate') - may be interrupted by witch encounter
Turns continue clockwise. The three phases are now explained in greater detail.
1. Send a card to the witch's tower (Witching Time)
Decide whether to concentrate your resources on encountering the witch, or allow her to grow even stronger.
- Choose any card from the destiny display (wicked or mage card) and place it, face up, on the corresponding sun or moon side of the witch's tower marked on the board.
- New cards are stacked on top of existing cards so that all moon / sun force symbols can be seen.
During a witch encounter, cards on the tower which have moon symbols (moon force) will give greater strength to the witch. Sun force cards will benefit the players.
2. Play or discard mage cards on the destiny display (the story unfolds)
This will be the main part of your turn and is when a player usually moves and performs actions. A player may also use their wand during this phase.
- Cards are played or discarded one at a time (you cannot split a card's actions by playing another card in between)
- After being played or discarded cards are ALWAYS added to the destiny discard pile.
- When there is more than one action or effect available, the card may be partially used if desired
- Mage cards on the destiny display may be played in any order.
- Cards may be discarded without using their action, or part of their action.
- All mage cards on the display can be played or discarded if desired
- However, no more than 2 mage cards can be left on the destiny display, before moving onto phase '3. Refill the Destiny Display' (this includes any allies recruited onto the display during the turn)
- If a player's figure does not move at all during their whole turn, the witch becomes aware of their presence. Move the hat of the city you are in, or the troll if you are in the wilderness, one space. There is no effect of not moving when in a village. READ THIS AGAIN - YOU WILL FORGET!!
The Destiny display is made up of wicked cards and mage cards. A player plays or discards cards until there is a maximum of two mage cards left on the display. (Note - there may only be four mage cards available, if one was sent to the witches tower in step 1.)
Any card discarded, at any time during the game, is always placed on the destiny discard pile.
The Basic Cards and Actions
The basic cards form most of the starting deck. They contain the standard actions used during the game. The standard actions are move, magic and influence. They are also used for spell book research and are worth one sun force when encountering the witch.
i) Move (Speedicus pedicures)
The move symbol allows a player one movement.
- Players move between villages, the wilderness and cities.
- To move, the player picks up his figure and moves it to the new location.
- A player may use one movement to move freely between villages, the wilderness and cities (with one restriction - see next point)
- Important - If a player is in a city, they must travel to the wilderness or a village, before entering another city (they cannot travel between cities with one movement).
- If moving to a village, the village card is turned face up (if not already).
- When a card has more than one movement symbol, each movement step is resolved independently.
- A village, the wilderness or city can hold any number of mages
Location Cards
There are three locations in the game, which are discovered at villages. After being turned face up, they remain there for the rest of the game. The locations have different effects when you visit them.
- Fortuna - When the Fortuna deck card appears on the display, visit here before the end of the turn to place a sunstone into the bag. If you don't visit, place a moonstone into the bag. Regardless, the Fortuna deck card is discarded at the end of the turn it appeared.
- Fairy Spring - When a player visits the Fairy Spring they can immediately charge their wand by one space for free.
- Witch's Tower - After finding at least four of the spell books, the mages must come here to fight the witch in final battle. You cannot win without knowing where this is.
Example: Blue plays the centaur which allows him 3 movement. Since he is in a city, he cannot move directly to another city. With his first move he travels to a village, turning the village card face up. From a village, he can move anywhere. He decides to move to the fairy spring, gaining the effect of that location. For his last move, he travels to the red city. The Centaur card is now discarded and blue may play another card from the destiny display.
ii) Magic (Presto Kaboomo)
Magic is used to:
Charge a player's wand (in the wilderness)
- In the wilderness, a player can use magic to charge his wand.
- One symbol charges one space - move the wand marker up one space for each symbol used (the wand cannot be charged further than the top space).
OR
Attempt to move a witch's hat back along its track (in a city)
- In a city, the player may try to move that city's corresponding witch's hat back towards its starting space.
- A hat cannot move further back than its starting space.
- For each magic symbol played, the player randomly draws a stone from the bag - reach in and draw out the first stone that your finger makes contact with (no sneaky feely feely!)
- For each sunstone (amber), the witch's hat is moved back one space. There is no effect when a moonstone is drawn.
- Drawn stones are kept in an 'already drawn pile' separate from the stone supply that is not yet in play. Keep the 'already drawn pile' near the bag so you remember.
- If you need to draw from the bag at any point, and it is empty, add in all the stones from the 'already drawn pile' and then draw.
- This only works in a city. Not in the wilderness. The only way to move the troll back is with a specific spell card (see Troll Bane in the Card Glossary).
Example: The mage uses magic in the red city. He pulls a sunstone from the bag and moves the witch's hat on the red city back one towards its starting space.
iii) Influence (Dentis Whitus)
- Influence is used in villages to recruit allies to your cause.
- The value in the bottom right of the card shows the influence needed to recruit the ally.
Recruiting an Ally
- When a player has played enough influence to match the ally's requirements, they recruit that ally and any cards of that set (the influence cards are discarded).
- The ally card at the village goes straight into the destiny display, ready for immediate use.
- Any other cards from the set go into the discards, (they will start to appear once the discards are shuffled to form a new destiny deck).
- The card glossary tells you how many cards are in a set.
- Cards played as influence may be placed to the side of a village to build up for future use there.
- If a card left by a village could be 1 or 2 influence (depending on what was used on the card) turn it sideways if it denotes 2 influence.
- Influence that has been left to build up may be discarded on a player's turn without taking an action.
Example: Red travels to the Lizardmen village. He has two influence in the destiny display, which is not enough to recruit them immediately (they need four). He decides to leave both of the influence cards, so that only two more influence is needed. During a subsequent turn, Green travels to the Lizardmen village and completes the four influence required to recruit them. He places the lizardman card at the village straight into his destiny display. The other two Lizardmen cards are taken from the ally deck and placed into the discard pile.
Researching to find the spell books
Mages research dusty tomes to try and find the location of the spell books. Along the way, Mages may stumble upon spell cards that may be of use.
- All of the basic cards have the option of researching a book, instead of using the main action.
- A mage MUST be in the city of the book they are researching for, or in the wilderness if researching the silver book.
- When researching, the player moves the book on one space on its track (the librarian allows a book to be moved two places).
- Rainbow books can be used to research for any book, but the player must still be in the appropriate city (or wilderness for the silver book).
- If a book reaches a space showing a spell card (on the 6th and 8th space), the player draws the top card from the spell card deck.
- If a book reaches the final space on its track, it is immediately put onto one of the spaces above the witch's tower. (Note - the witch's hat still remains on the track).
Example: The blue mage plays a card. He chooses not to use the movement, but instead researches the red spell book. He is able to do this because he is in the red city. He discards the card then moves the red book figure on one space on the track. Because the book has reached a space showing the spell card symbol, he draws a card from the top of the spell card deck. Blue then plays another card that allows him to research the red spell book again. He moves the red book on one space again, which takes it to the final space of the red city track. Since it has reached the last space of the track, the book is moved onto the first available space at the witch's tower.
Spell cards
- Spell cards are gained by moving the spell book figures along the city tracks.
- When the book reaches a spell card symbol on the track, the player gains a card from the spell card deck.
- The player takes the top card from the spell card deck and turns it over.
- The spell effect is written on the card.
- The card will be one of three types:
- Play immediately - The spell is cast immediately and the effect carried out.
- Play on your turn - The card is kept beside the player until the player chooses to use it. When casting the spell, it must be the player's turn.
- Play at any time - The card is kept beside the player until the player chooses to use it. The spell may be cast at any time, even during the other players' turns.
- Each spell can only be cast once. After a spell has been cast, the card is removed from the game.
- You do not need any action or wand charge to cast a spell card (reading the words is enough!)
Using your Wand
- During 'the story unfolds' phase a player may use their wand at any time on their turn.
- What you can use your wand for depends on the level it is charged to.
- A player may use a spell equal to or less than the level that the wand is charged to.
- When a wand is used, the marker is moved down to empty, regardless of what spell was played.
- It is possible for a wand to be used twice (or more) during a turn. This would only occur if it was recharged during that turn.
- Wands may be charged in the wilderness for one magic per space.
- When visiting the fairy spring village, a player may move his wand marker up one level automatically.
Wand levels:
- Level 3: Discard any troll or witch card from the destiny display.
- Level 2: Rainbow book (you still need to be in the corresponding city or wilderness to use it)
- Level 1: One movement
- Empty: Wand is empty of all magic
Example: Red decides to use his wand. It is charged to level 2, so he can use it as a rainbow book, or as a movement action. He decides to use it as movement. After moving his mage, he moves the wand marker to empty. The wand must be charged before it can be used again.
3. Refill the destiny display ('The hand of fate')
Once a player cannot or does not want to play or discard any more mage cards, they refill the destiny display (remember, there can only be 0-2 mage cards left on the display when moving onto 'the hand of fate').
Before refilling the destiny display the player must check to see if there are too many wicked cards on the display. If there are, the evil must be purged from your destiny!
- If there are 3 or more wicked cards in the destiny display, pick up all wicked cards and place them into the discards.
- Move ALL witch's hat pieces on 1 space (regardless of the type of wicked cards that were displayed).
- Move the troll on one space.
- If the troll or a witch's hat reach the same space as a spell book figure - the spell book is lost! Remove it from the game. Remember that losing two spell books is one of the losing the game conditions.
To refill the destiny display:
- Draw cards from the destiny deck.
- Wicked cards are placed on the top row as they are drawn. Leave a little space between wicked cards drawn this round and any that were already present so you don't forget which ones are new.
- Mage cards are placed on the bottom row (this is any card in the destiny deck that is not a wicked card, and includes the Fortuna card along with the basic and ally cards).
- Draw cards until there are five mage cards in the display (there is no limit to the number of wicked cards).
- If the player is unable to refill five mage cards due to the destiny deck becoming exhausted, then there is a witch encounter (see below).
- If there is no witch encounter, the player then carries out the action for each of the new wicked cards that were drawn this round. For each new wicked card, read the action on the card and carry it out. This will involve moving hats and/or the troll on the board depending on which cards were drawn (if any). A hat or troll cannot move further than its final space on the track.
You can get rid of the gap between the old and new cards once you have moved the hats / troll.
End of Deck and Witch Encounter! (see 'end of deck' help card)
If there are not enough cards to refill the destiny display, then the following occurs:
- All wicked cards (even new ones) on the destiny display have their action carried out, and are then discarded.
- All cities without a mage or the city watchman figure (if present) have their corresponding witch's hat moved on one space AND
- If no mage is present in the wilderness, the troll is moved on one space
- Take the top card from the wicked deck and add it to your destiny discards (it is face up, so you will know what is being added)
- Witch Encounter
- The mages and witch skirmish against each other.
- Strength is determined for the witch by moon force, and for the mages by sun force.
Determining Witch Encounter Strength
i) Look at the space where the witch is on her tower. The number of moon force symbols on that space is her personal strength.
ii) Draw stones - draw stones from the bag equal to the personal strength of the witch (the number of moon force shown under her figure on the witch's tower).
- As each stone is drawn it is added to the 'already drawn pile'.
- If you need to draw stones and the bag is empty, add the 'already drawn pile' to the bag and then draw.
- Each moonstone drawn adds one to the witch's strength, each sunstone drawn adds one to the mages' strength.
iii) Add up the moon and sun force on the cards either side of the witch's tower.
- Once counted up, the cards are placed onto the destiny discards.
- Note - Witch's minion cards are not discarded.
iv) Total up the strength for each side and determine the result:
Sun force greater than moon force = Mages win this time!
- Add the witch's minion card with the lowest strength to the witch's tower (skeletons, then goblin spider riders, then DANZER!).
- Move any book on one space.
Sun force equal or less than moon force = Witch wins this time!
- Moon force greater by 0-4: Witch moves one space up her tower (effect takes place).
- Moon force greater by 5-9: Witch moves two spaces up her tower (both effects take place).
- Moon force greater by 10+: Instant annihilation! All is lost! The game is lost!
As the witch moves up her tower, two things will happen:
- Her personal strength will get stronger (this is the number of moon force shown on the space she is standing on).
- There is an immediate effect that takes place when the witch moves up her tower:
- Second step: 1 wicked card is added from the wicked deck to the destiny discards.
- Third step: The troll figure is moved on one space. 2 wicked cards are added from the wicked deck to the destiny discards.
- Fourth step: The troll figure is moved on two spaces. All hat pieces move on one space.
- Fifth step - the tower: The game is lost!
Example: The mages lose by 5 during a witch encounter. The witch is moved up her tower by two spaces: a wicked card is added to the destiny discards, then two more are added for the next space and the troll is moved on one space also.
SWEEP UP (this is clean up with a broomstick)
The player whose turn was interrupted by the witch encounter shuffles all the cards in the destiny discards. They then continue refilling the destiny display as normal.
Losing and, in the unlikely event, Winning
You lose the game if at any time any of the following occur:
- Two of the spell books are lost (the hats or troll reach the same space as two of the books)
- There is no way you are beating Baba Yaga with fewer than 4 spell books!
- Two of the wicked pieces (hat or troll) reach the end of their track
- The evil has spread too far throughout the land - those few still resisting will quickly succumb.
- The witch figure reaches the top of the witch's tower
- Baba Yaga has grown too powerful - the spell books will now be no more than an inconvenience.
- You are unable to add a wicked card when required to do so
- You have to add a card but, the wicked deck is empty! Baba Yaga's evil influence has infected your destiny - the mages' resolve crumbles.
To win the game you must do all of the following:
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Recover at least four of the spell books
- By getting them to the end of their track
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Gather all mages at the village with the witch's tower card
- The tower has been hidden by magic and the witch's tower card must be discovered first.
- After gaining four spellbooks, any mage on the witch's tower may skip their entire turn.
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Declare final battle on Baba Yaga the witch! (may call for a change of robe…)
The final battle is the same as a witch encounter in all respects apart from two very important differences:
i) Each spellbook you have attained can either:
- destroy (remove from the game) any one of the witch's moon force tower cards. This includes the witch's minions (yes - even DANZER!)
- Or count for one sun force towards the mages' strength
ii) You cannot afford to lose. The mages must have more sun force than the witch's moon force to win. This is the final battle - there is not any licking your wounds here!
So use the spellbooks, draw stones equal to the witch's personal strength then:
- count up the witch's moon force (personal strength, any moonstones drawn from the bag, and any moon force cards left at the tower).
- count up the mages' force (sunstones drawn from the bag, any sun force cards at the witch's tower)
If the sun force is more than the moon force then the mages have won, and if not…ribbit!
Making the Game More Difficult (Thou shalt not pass!)
Fragor understands that, unlike its other customers, you are The Chosen One and may quickly learn the ways of the staff and flaming ball. For those regularly beating the game, try introducing one of the following. The title you may bestow upon yourself is also listed:
- 'Troll Buster' - Set up includes the 1 moon force troll card in the destiny deck.
- '3rd Dan Mage' - The bag starts with 3 moonstones and 2 sunstones. The number of moonstones can be increased, to increase the level of the Dan (4 moonstones = 4th Dan).
- 'Witchfinder general' - All hats start the game one space along their track.
You may combine these tasks for even greater difficulty and even grander titles 'Hi, I'm Brian, a 6th dan, troll busting, Witchfinder General'.
Have fun! - Fraser and Gordon
Visit www.fragorgames.com for more info and play examples.
Many thanks to: Team Fragor - Judi, Tabby, Sheena, Iona, Glenn, Ruaridh and Robyn. The Edinburgh maulers (special thanks guys!) - Brian Robson, Gareth Lodge, Gery McLaughlin, and Grant Whitton. Daniel DANZER!!, Mark Higgins, Ralph Hayes and his gang. Jon Sykes and Glasgow Caledonian University. Mikko and Terhi.
Anatomy of a Card
A detailed explanation of the cards can be found in the card glossary at the end of the rules. However, there are similarities between some cards which are explained here.
Basic card / Ally card - features (from top to bottom): sun force during witch encounter, symbol / picture, name of card, card's ability. Sometimes a card has an alternative use. Ally cards additionally show the amount of influence required to recruit the ally.
Wicked cards (grey background) - Witch card / Troll card - features: moon force during witch encounter, picture, name of card, card's effect.
Location cards - Location cards may be visited at villages during the game. Their effect is written underneath the name of the card. These cards are never picked up and remain as villages for the whole game. Note - there is a second Fortuna card which is placed into the starting destiny deck, see set up.
Card Glossary
Ally Cards
Ally cards are obtained from the villages. When gaining an ally, the face up card is placed straight into the display. All other cards from the set are placed into the destiny discards.
Centaur (3 cards) The centaur gives the player three movement actions. During these moves, the centaur can also pick up one other mage along the way when they are in the same location. This mage can be dropped off at any time during the centaur's movement (both players must agree upon this).
City Watchman (1 card) City watchman has a lovely figure to go with the card (no wooden pawns from Fragor!). The watchman starts in the destiny deck for a 1 or 2 player game. When you play the watchman card for the first time, simply place the figure on one of the four cities (player choice). On subsequent turns when playing the watchman, move the witch's hat (in the same city as the watchman) back one space on the track, then move the watchman to a new city (it must be different). When determining if a city is empty at the end of the deck, the city with the watchman is not considered empty, even if there is no mage in it.
Changeling (1 card) The changeling allows a player to add one of the face up ally cards to the discard pile. The player looks at the villages and takes the ally card with the lowest influence requirement (on the card). This card is placed into the destiny discards. If there are two or more cards of equal value, the player may choose between them. Refill the space at the village with a card from that ally's set (if any). If there is no face up ally present, the changeling has no effect.
Dark Elf (3 cards) Dark elf gives the player either 1 movement OR 2 influence.
Dragon (3 cards) Dragon gives the player 1 movement AND 1 magic AND 1 rainbow book in any order.
Giant Eagle (2 cards) In any order, the Giant Eagle gives the player 2 movement AND one of the following: 1 magic OR 1 influence.
Halfling (3 cards) Halfling gives the player one of the following: 1 movement OR 1 magic OR 1 influence.
Knight and Squire (2 cards) Knight and squire is the only set where the cards are different. During set up, when taking ally cards to form the villages, use the squire card. When you influence the squire to join you, you also get the knight into your discards. When played, move the knight or squire card to the top row of the destiny display. When the display is refilled at the end of the turn, the knight causes all new witch cards that are drawn to be immediately discarded (without moving the corresponding hat on the city track). The squire works in the same way, but only the first witch card is discarded. Once the destiny display has been refilled, the knight or squire is placed onto the discards regardless of whether they actually caused any witch cards to be discarded or not. Note - Knight and Squire have no effect on the troll (have you seen the size of him!)
Librarian (1 card) The librarian gives the player 2 rainbow books. Notice that the librarian is so awful in a fight that she actually hampers the mages if at the tower (not evil - just crap!)
Lizardman (3 cards) Lizardman gives the player: 1 movement OR 1 magic OR 1 influence AND AGAIN 1 movement OR 1 magic OR 1 influence.
Magic Dwarf (2 cards) Magic dwarf gives the player 2 magic.
Pixies (5 cards) When sending pixies to the witch (witching time), the player may choose one, some or all 'pixies' cards from the display. The card does not perform any other purpose than this.
Ranger (2 cards) The ranger gives the player either: 1 movement OR 1 magic OR 1 influence, OR use the ranger to discard the topmost wicked card at the witch's tower. The ranger does not work on the witch's minions (skeleton army, goblin spider riders or DANZER!)
Vampire (2 cards) When playing the vampire, you must discard an ally on your display or a witch card - then the player is given one of the following: 1 movement OR 1 magic OR 1 influence OR 1 rainbow book.
Warlock (2 cards) A warlock gives a player the following: 1 movement OR 1 magic OR 1 influence AND 1 movement OR 1 magic OR 1 influence. However, if both warlocks are present in the display, the player may instead decimate the witch's moon force. The player discards both warlocks and then discards all witch and troll cards from the moon force side of the witch's tower. There is no effect on witch's minion cards or the librarian.
Warrior (2 cards) The warrior allows the player to discard all witch cards from the destiny display. Other cards, such as the troll and witch's minions are not affected.
Wicked Cards
Witch Sometimes referred to as a witch's hat card. A witch card will tell you which city track to move the hat on one space. There are two cards with 1 moon force and one card with 2 moon force for each city.
Troll A troll card moves the troll figure on one space. If the troll is already at the end of its track, all hats move on one space. There is one troll card with 1 moon force and one card with 2 moon force.
Witch's Minion Cards (witch's tower on back)
Witch's minions appear when the witch loses an encounter. They are summoned by the witch in order of the weakest first (skeleton army), then the second weakest (Goblin spider riders) and finally DANZER!!.
Witch's minion cards are never discarded, even at the end of the deck, although they may be destroyed by a spell book during the final battle with the witch. The moon force symbol on the minion cards is slightly different to remind you that the card is not discarded.
Skeleton Army The skeleton army counts as 2 moon force towards the witch and cannot be discarded.
Goblin Spider Riders Goblin spider riders counts as 4 moon force towards the witch and cannot be discarded.
DANZER Danzer counts as 6 moon force towards the witch and cannot be discarded.
Spell Cards (book on back of card)
Spell cards are acquired by moving the spell books along each city track. A spell is personal to the mage who collected it. Players keep their spells face up in front of them. The spells are one time use, and are removed from the game after casting.
Alchemy When any player draws from the bag, a moonstone can be treated as a sunstone. Alchemy may be played even when it is not your turn.
Book Wyrm Book Wyrm allows the player to move any of the spell book figures on one space on their track. The mage does not have to be present in the city to play Book Wyrm. It may be played at any time, even when it is not your turn.
Circle of Magi Circle of Magi is played when the player's mage is in a city. Move the book figure in that city on one space for each mage that is present in that city (including the mage that cast the spell). It is only played on your turn.
Hat Trick When a witch's hat is due to be moved on one space, Hat Trick can be played to prevent this happening. The hat simply stays where it is. Hat Trick can be played at any time, not just on your turn (and yes, ok, the card text should read 'play at any time'…)
Puppetry When you play puppetry, you use another player's mage figure to carry out the rest of your turn. You cannot switch back to your own figure after playing puppetry. At the start of your next turn, you play with your own figure as usual. Play at any time on your turn.
Scry When you receive scry, immediately turn three face down villages face up. If there are not three available, turn over as many as you can. Scry is always played as soon as you acquire it.
Sun Burst Sun Burst allows the player to discard any one witch or troll card, at the side of the witch's tower. It is played on your turn, but not during the witch encounter phase.
Teleport Teleport allows the player to move any mage figure to any city, any village or the wilderness. Teleport can be played at any time, even if it is not that player's turn.
Troll Bane When a player receives troll bane, they immediately move the troll figure back one space on its track. If the troll is on its starting space, it does not move, but the spell is still discarded.
Winning Smile Winning smile gives the player 3 influence. It cannot be left at a village to build towards a higher ally influence. However, it does not have to stand alone and may be added to other influence played that turn. Winning Smile is played on your turn at any time.